[WIP] [SP] interchangement
Quote from quatrus on May 2, 2012, 6:42 pmNice cube puzzle, I didn't see anything that would make this not ready for release? Better than some released that are still WIP's... thanks for mapping...
Nice cube puzzle, I didn't see anything that would make this not ready for release? Better than some released that are still WIP's... thanks for mapping...

Quote from josepezdj on May 3, 2012, 5:37 pmquatrus wrote:Nice cube puzzle, I didn't see anything that would make this not ready for release? Better than some released that are still WIP's... thanks for mapping...Indeed!
Toaster, I owed you my playthrough. Sorry for the delay, mate! There you are:
Indeed!
Toaster, I owed you my playthrough. Sorry for the delay, mate! There you are:
Quote from toaster on May 4, 2012, 10:47 amThank you all for your reactions.
@RogerL:
RogerL wrote:Its too easy to portal-bump your way to an early exit.Fixed.
RogerL wrote:you say [spoiler]"place the portal you just left under de cube and then at the white surface so you have both cubes"[/spoiler], but if you do that, if I read this correctly, you will no longer have a portal behind the fizzler, and that's no good.Not if you use the same portal twice. Like this: Blue is behind the fizzler on the ground. You're on the other side of the gap. Put orange under the cube so the cube starts flying up and down. Then place orange on the wall on your side of the gap while the cube is behind the fizzler.
@Taco
taco wrote:I still believe that it is a problem that the player can get stuck in the last room if they accidentally (or are stupid enough) to place both portals in that hallway.Thank you for noticing. I've placed a timer button behind the door so you can get out.
@josepezdj:
Thank you. I really like watching this playthroughs.@mZLY and UsCobra11:
I agree that palcing an observationroom in the hallway is useless. I chose to do this anyway because I like beeing able to look into observationrooms and because the hallway looked a bit empty.Toaster
EDIT:
I've managed to record a playthrough:
http://www.youtube.com/watch?v=iThrA_m1 ... e=youtu.be
I'm sorry for the poor quality. I'll try to get it betterEdit2:
fixed:[spoiler]GQ0uOWn4UuI[/spoiler]
Thank you all for your reactions.
@RogerL:
Fixed.
Not if you use the same portal twice. Like this: Blue is behind the fizzler on the ground. You're on the other side of the gap. Put orange under the cube so the cube starts flying up and down. Then place orange on the wall on your side of the gap while the cube is behind the fizzler.
Thank you for noticing. I've placed a timer button behind the door so you can get out.
@josepezdj:
Thank you. I really like watching this playthroughs.
@mZLY and UsCobra11:
I agree that palcing an observationroom in the hallway is useless. I chose to do this anyway because I like beeing able to look into observationrooms and because the hallway looked a bit empty.
Toaster
EDIT:
I've managed to record a playthrough:
http://www.youtube.com/watch?v=iThrA_m1 ... e=youtu.be
I'm sorry for the poor quality. I'll try to get it better
Edit2:
fixed:

Quote from josepezdj on May 4, 2012, 7:39 pmFirst of all, I would REALLY like to know your opinion about my playthrough. I mean, c'mon dude! I would like to know if you think I thought out in the way you expected, if you would ask ppl to think differently... if you're satisfied about the way of thinking about how to solve your map... understand? that kind of stuff.
It took my time to record it, to tell you I REALLY like your puzzle and such... and I feel so dismissed. Overall, I would like to know which is the intended run to solve this puzzle... would you please tell me? or at least: would I be so honoured to watch a video solution recorded by you? (that link you posted is broken!)
Thanks!
jose
First of all, I would REALLY like to know your opinion about my playthrough. I mean, c'mon dude! I would like to know if you think I thought out in the way you expected, if you would ask ppl to think differently... if you're satisfied about the way of thinking about how to solve your map... understand? that kind of stuff.
It took my time to record it, to tell you I REALLY like your puzzle and such... and I feel so dismissed. Overall, I would like to know which is the intended run to solve this puzzle... would you please tell me? or at least: would I be so honoured to watch a video solution recorded by you? (that link you posted is broken!)
Thanks!
jose
Quote from RogerL on May 4, 2012, 8:46 pmtoaster wrote:RogerL wrote:you say [spoiler]"place the portal you just left under de cube and then at the white surface so you have both cubes"[/spoiler], but if you do that, if I read this correctly, you will no longer have a portal behind the fizzler, and that's no good.Not if you use the same portal twice. Like this: Blue is behind the fizzler on the ground. You're on the other side of the gap. Put orange under the cube so the cube starts flying up and down. Then place orange on the wall on your side of the gap while the cube is behind the fizzler.
That's what I thought, I just misunderstood. Thanks for the clarification.
Not if you use the same portal twice. Like this: Blue is behind the fizzler on the ground. You're on the other side of the gap. Put orange under the cube so the cube starts flying up and down. Then place orange on the wall on your side of the gap while the cube is behind the fizzler.
That's what I thought, I just misunderstood. Thanks for the clarification.
Quote from toaster on May 5, 2012, 2:35 am@josepezdj:
I'm sorry, you're right. I'm uploading the intended solution right now on youtube.[spoiler]GQ0uOWn4UuI[/spoiler]
About your run:
You have solved the right way. pretty fast actually. Near the end (about 10:40) you're using way more portals than neccesary and you're grabbing the cube while flying and such. That's harder than the actual solution (watch the movie to see how I did it). Anyway, congratulations, you have passed the test (faster than I would have). : )
@josepezdj:
I'm sorry, you're right. I'm uploading the intended solution right now on youtube.
About your run:
You have solved the right way. pretty fast actually. Near the end (about 10:40) you're using way more portals than neccesary and you're grabbing the cube while flying and such. That's harder than the actual solution (watch the movie to see how I did it). Anyway, congratulations, you have passed the test (faster than I would have). : )

Quote from josepezdj on May 5, 2012, 10:10 amFirst: PARTICULARLY NECESSARY change introduced in the exit corridor that now shows the player that there's a "hidden" surprise near the end! THIS is how it should have been always. I like surprises but in previous version you REALLY forced the player to REdo everything!
Second: nice run of yours (you're a good player!). I guess I did a bit more complex when no need to do so... Anyway, the essence of the way of solving the map is the same. I really liked this puzzle!
It's a bit of pain though that it reminds me of an already finished map of mine, mate! Let's wait up and see if ppl indeed manage to use some of those flings I made into my own maps.....
Only one more tihng to comment: I don't really know why you deliberately used the vertex textures (or is it just an env_proj_tex that continually updates inputs?) though. It's a bit strange those lighting effects on the floor...
However, again, Toaster, this is a great puzzle! Don't let ppl say other stuff. Congrats mate!
First: PARTICULARLY NECESSARY change introduced in the exit corridor that now shows the player that there's a "hidden" surprise near the end! THIS is how it should have been always. I like surprises but in previous version you REALLY forced the player to REdo everything!
Second: nice run of yours (you're a good player!). I guess I did a bit more complex when no need to do so... Anyway, the essence of the way of solving the map is the same. I really liked this puzzle!
It's a bit of pain though that it reminds me of an already finished map of mine, mate! Let's wait up and see if ppl indeed manage to use some of those flings I made into my own maps.....
Only one more tihng to comment: I don't really know why you deliberately used the vertex textures (or is it just an env_proj_tex that continually updates inputs?) though. It's a bit strange those lighting effects on the floor...
However, again, Toaster, this is a great puzzle! Don't let ppl say other stuff. Congrats mate!
Quote from toaster on May 5, 2012, 11:16 amjosepezdj wrote:Only one more tihng to comment: I don't really know why you deliberately used the vertex textures (or is it just an env_proj_tex that continually updates inputs?) though. It's a bit strange those lighting effects on the floor...I didn't deliberatly use vertex-textures. Actulay, I didn't even know they existed. I looked it up. Vertex-textures are textures that are either light or dark right? In your video playthrough you are watching some weird lightning on the ground at 1:00. Is that what you mean? I do have an env_projected_texture in the big observationroom in the main chamber, but I don't think it reaches that surface in the other chamber. I'll check the textures and the env_projected_texture.
I didn't deliberatly use vertex-textures. Actulay, I didn't even know they existed. I looked it up. Vertex-textures are textures that are either light or dark right? In your video playthrough you are watching some weird lightning on the ground at 1:00. Is that what you mean? I do have an env_projected_texture in the big observationroom in the main chamber, but I don't think it reaches that surface in the other chamber. I'll check the textures and the env_projected_texture.

Quote from josepezdj on May 5, 2012, 2:53 pmOK. I decompiled your map. It's vertex textures: man, it's not ME that I've got rendering problems / graphic card issues and such! Vertex textures are right that: they simply behave lighting-wise depending on player's view / light amonut rate...
I think, precisely in your map, they don't really suck. In some others, dude, they're annoying! So that's up to you, see if you prefer that effect while player's moving along them... or you don't... and do whatever you want to...
OK. I decompiled your map. It's vertex textures: man, it's not ME that I've got rendering problems / graphic card issues and such! Vertex textures are right that: they simply behave lighting-wise depending on player's view / light amonut rate...
I think, precisely in your map, they don't really suck. In some others, dude, they're annoying! So that's up to you, see if you prefer that effect while player's moving along them... or you don't... and do whatever you want to...
Quote from toaster on May 5, 2012, 3:37 pmThey were even called tile_black_001b-vertex or something like that. I have replaced them and the weird lightning is gone. Thank you. I learned something new. : )
They were even called tile_black_001b-vertex or something like that. I have replaced them and the weird lightning is gone. Thank you. I learned something new. : )